Proficiencies

An Inquisitive has simple proficiency in all weapons and martial proficiency in one weapon group.

Archetype

Not every hero has taken the same path. At 1st level, each hero selects an archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a hero with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.

Outthink (Ex): The quintessential ability of the Inquisitiveis to outthink any foe or situation, drawing on a vast background of knowledge, as well as the ability to deduce solutions from clues overlooked by others and draw parallels between an existing threat and a previously-overcome danger. When forced to move a rock, the Inquisitivefinds a way to use its center of gravity to move it with ease. If caught in a fireball, the Inquisitiveknows how the air currents will create a natural void within the flames. When bitten by a snake, the Inquisitiveknows to elevate the bite above her heart and use a pressure point to prevent the spread of toxin.

When the Inquisitivemakes an attack roll, saving throw, skill check, or ability check, she can choose before the die roll to instead make an outthink check (1d20 + class level + Int bonus) at the same DC. A successful outthink check has the same effect as the roll it replaces would have, but represents a use of esoteric knowledge and quick thinking to overcome the threat.A Inquisitivemay do this a number of times per day equal to 3 + her Intelligence bonus.

Broadened Mind: The Inquisitivedoesn’t just learn new things, she learns how to apply old knowledge in new ways.At 2nd level, the inquisitive’s number of skill points increases by +1, as if her Intelligence score had increased. Not only does that give her an extra skill point at 2nd level, but the change is retroactive, allowing the Inquisitiveto spend an additional skill point from 1st level.The Inquisitivegains another such increase in class skill points at 5th level, and every 4 levels thereafter.

Talents

As a Inquisitivegains experience, she learns a number of talents that aid her and confound her foes.At 3rd level, a Inquisitivegains one Inquisitivetalent. She gains an additional Inquisitivetalent at 6th level, and 7th level, and for every four levels of Inquisitiveattained after each of those levels (10th and 11th, 14th and 15th, and so on). Unless otherwise specified, a Inquisitivecannot select an individual talent more than once.

Attention to Detail (Ex): The Inquisitive can catalog and analyze the most minute of details, trusting in her reason to notice facts her instincts may overlook. She may add her Int modifier, rather than her Wis modifier, to any Wisdom-based skill check.

Additionally, whenever the Inquisitive takes 20 on a skill check, she gains a +2 bonus to the total result.

Canny Defense (Ex): When wearing light or no armor and not using a shield, the Inquisitive adds 1 point of Intelligence bonus (if any) per Inquisitive class level to her Defense while wielding a melee weapon. If the Inquisitive is caught flat‑footed or otherwise denied her Dexterity bonus, she also loses this bonus. An Inquisitive with Improved Unarmed Strike is considered wielding a weapon for purposes of this ability whenever she is free to make unarmed attacks.

Canny Maneuvers (Ex): The Inquisitive is able to use her experience and intellect to perform combat maneuvers, rather than depend on physical ability or combat training. She uses her Inquisitive level rather than her base attack bonus to calculate her for CMB and CMD, and may use Int to replace Str and Wis to replace Dex in those calculations.

Canny Strikes (Ex): The Inquisitive is able to use her experience and intellect to hit her foes, rather than depend on strong or swift weapon blows. When making an attack, the Inquisitive may add her Int modifier to her attack rolls rather than Str or Dex.

Careful Tactics: The Inquisitive is able to analyze a situation and form a set of tactics specifically designed to address it. If the Inquisitive can analyze a situation as a full round action (requiring accurate facts about the situation, though not necessarily direct observation of it) she can select one teamwork feat to grant herself and one ally, +1 ally per 2 Inquisitive levels. The teamwork feat must be one the Inquisitive meets all prerequisites for. Since plans rarely survive contact with a changing situation, the Inquisitive and her allies retain use of the feat for only 2 rounds per Inquisitive level. The Inquisitive may use this ability once per day, +1 once/day per 3 Inquisitive levels.

Careful Tactics, Greater: The Inquisitivemay grant two teamwork feats when using careful tactics, and may ignore a number of prerequisites equal to her Intelligence bonus. She must divide this number between the ignored prerequisites for both feats.

Coordinate (Ex): The Inquisitive is able to analyze the actions of friend and foe alike, and coordinate the efforts of her allies to maximize their potential. As a standard action, the Inquisitive may aid another for all allies within 30 feet who are able to see and hear her. Rather than make a melee attack, the Inquisitive makes a special level check (1d20 + Inquisitive level + Wisdom modifier) against a DC of 10 +1 per ally to be aided.

Countering Maneuver (Ex): The Inquisitive can analyze an attack made against her, and capitalize on any flaw in its execution. Whenever a foe makes a CMB check against the Inquisitive that fails to hit her CMD, or rolls a natural 1 (a 1 shows on the d20) on a melee attack against the Inquisitive she may, as an immediate action, make a CMB check with a +4 bonus against the foe’s CMD. This check does not provoke attacks of opportunity, and if successful the Inquisitive may choose to disarm the attacker or knock it prone.

Crime Scene Analysis (Ex): The Inquisitive can get a feel for what sort of intelligence committed a crime (or other specific act that leaves behind evidence, such as who set up an abandoned camp, or sewed together a flesh golem, or created a specific forgery, or performed a blood ritual) by careful examination of the scene of the action and interviews with witnesses and locals. This allows the Inquisitive to make a Sense Motive roll (the GM should make the check in private) to learn things about whoever committed the deed being investigated.

The Inquisitive must study the site of a deed for 1d6 x 10 minutes before a check can be made. The DC of the Sense Motive check is 10 + the CR of the perpetrator (or of the highest-level perpetrator for deeds committed by a group). A successful check allows the Inquisitive to determine the number of perpetrators, and the creature type of the highest- CR member.

Like a Knowledge skill used to gain information about a creature, for every 5 points by which this check’s result exceeds the DC, the Inquisitive learns another piece of useful information about the perpetrators. Potential information the GM may choose to hand out includes the total number of perpetrators (if there are more than one), gender, specific race, whether or not the perpetrator is a spellcaster, Strength modifier, Dexterity modifier, specific class, broad motive (greed, personal vengeance, contract killing, etc.), and likely future targets.

An Inquisitive may only make a single Sense Motive check at a given scene, and may not take 10 or take 20. However, if an Inquisitive analyzes additional scenes committed by the same perpetrator, a successful Sense Motive check for analysis reveals this, and additional information gained for every 5 points by which this check’s result exceeds the DC is new information about the perpetrator. As a result, each new crime scene grants the Inquisitive a new opportunity to learn about the perpetrator.

Encyclopedic Knowledge (Ex): The Inquisitive has a vast store of knowledge, which she is constantly expanding and refining. She gains a bonus to all Knowledge checks equal to half her Inquisitive level.

Expert (Ex): The Inquisitive’s keen mind and analytical skills allow her to become a great expert in any field to which she particularly applies herself, enabling her to outperform even those with the same amount of knowledge and training she possesses. A number of times per day equal to 3 + her Int modifier, the Inquisitive may roll two d20s when making a skill check, using the best value of the two dice to determine her check’s result. However, the Inquisitive may only use this ability with those skills she gains a bonus to from a feat (such as Skill Focus or Deceitful).

Follow the Evidence (Ex): The Inquisitive can use evidence to form theories about where further evidence can be gained, even when she cannot yet solve a mystery. Once per day, the Inquisitive can attempt to determine where further information that helps answer a specific question (such as “Who killed guardsman Maillot Pej?” or “How can the Wraith Queen be killed?” or “How did Professor Abitazione contract Rune Peak Spotted Fever?”) can be found. The base chance for this is 70%, +1% per class level, to a maximum of 90%. The GM should make this check in secret. On a successful check, the GM reveals a location likely to lead to more clues or hints that could help answer the question (such as the scene of another crime committed by the same perpetrator, or the ancient crypt where moldering scrolls hold secret lore). If not such location exists, or the check is not successful, the Inquisitive cannot come up with any potentially useful location to visit.

Both the player and GM should consider this ability as a useful way for a stalled adventure to be directed to the next encounter, not a method for skipping important parts of any plot.

Follow Through (Ex): The Inquisitive can use her understanding of leverage and anatomy to leave targets of her combat maneuvers disoriented and vulnerable to melee attacks. Whenever she makes a successful CMB check to perform a combat maneuver on a foe, she gains a +4 circumstance bonus on the next melee attack roll she makes against the opponent. This attack must occur before the end of her next turn, and cannot itself be a CMB check.

Forethought (Ex): The Inquisitive has carefully planned ahead for many eventualities lesser minds would not consider. Once per day, she may reroll any one die roll. The decision to reroll must be made before the success or failure of a roll has been revealed, and the Inquisitive must abide by the results of the reroll even if they are worse than the original. At 8th level the Inquisitive may reroll twice per day, and at 16th level three times per day.

;Improved Aid (Ex): The Inquisitive can use her quick wits to grant greater help to allies. When attempting to aid another, if the Inquisitive makes a DC 20 check or hits a Defense of 20 (rather than the normal DC 10 or Defense of 10), her aid another bonus increases by +1. For every 10 higher her check or attack roll is (DC/ Defense 30, 40, 50, and so on), her aid another bonus increases by another +1.

Irregulars (Ex): The Inquisitive has forged a network of informants and aids from an eclectic and often overlooked group of bartenders, beggars, guards, merchants, porters, and serfs. The Inquisitive receives a bonus equal to half her level on Diplomacy checks made to gather information, and may make such checks in 1/6th the normal time (1d4 x 10 minutes).

Litany of Faults (Ex): The Inquisitive can outline all the shortcomings and weaknesses of creatures in such a way as to drain their selfconfidence. The Inquisitive may demoralize foes able to hear and understand her with an appropriate Knowledge check, rather than an Intimidate. Additionally, the demoralize attempt may apply to all foes of the same creature type and subtype within 60 feet.

Master Linguist (Ex): The Inquisitive is a master linguist, analyst, and codebreaker, able to analyze all forms of communication to determine their meaning. The Inquisitive gains a bonus to all Linguistics checks equal to half her level. Additionally, whenever she encounters a spoken language she does not know, she may make a Linguistics check to glean enough meaning to ascertain the basic message, using the same DCs as when making a Linguistics check to decipher writing. The Inquisitive may also make herself understood in spoken and written form by creatures who do not share a common language with her by making a Linguistics check with the same DC.

Master of Disguise (Ex): The Inquisitive has learned to maximize the value of a few elements to create a convincing disguise, and to apply such elements quickly without sacrificing quality. The Inquisitive can don a disguise in 1/10th the normal time (1d3 minutes), and takes no penalty for attempting disguises to appear to be of a different gender, race, or age (though she suffers normal penalties if disguising herself as a different size category).

Meticulous (Ex): The Inquisitive can consider the best possible avenue for any movement or physical action she takes, using her considerable mental acumen to plot a course of action that compensates for any lack of speed or agility on her part. She may add her Int modifier, rather than her Dex modifier, to any Dexterity-based skill check.

Additionally, whenever the Inquisitive takes 10 on a skill check, she gains a +2 bonus to the total result.

Nose for Trouble (Ex): When facing an apparently harmless or safe situation or locale, the Inquisitive can combine her precise observations about behavior and the environment with extensive experience in dangerous situations and keen instincts to sniff out a potential hidden risk. The Inquisitive may make a Sense Motive check with a +10 bonus as a full-round action. If there is a hidden threat with a specific DC concealing it (such as the DC to discover a trap, or the Bluff check of a secret assassin, or the Disguise check of a concealed hag) the check uses that DC. Failing such specific efforts to actively conceal a threat, the check has a DC of 20. The check is made in secret by the GM.

On a successful check, if there is a threat present (based on the GM’s best guess relating to the circumstances), the Inquisitive gets a hunch that some hidden danger lurks nearby or things are not as they seem. This ability does not allow the Inquisitive to pinpoint a specific threat (though further investigation may do so), but instead gives a vague sense that something is wrong. The Inquisitive may use this ability once per day, +1/ day per 2 class levels.

Psychology and Sociology (Ex): The Inquisitive has studied the workings of the conscious and subconscious mind, and can use that understanding to craft plans of negotiation and trust with others (even magical entities and items), rather than depend on her natural social grace. She may add her Int modifier, rather than her Cha modifier, to any Charisma-based skill check. Additionally, her comprehension of her own mental reactions to stimulus gives her a +1 bonus to all Will saves.

Studied Attacks (Ex): An Inquisitive may use her vast knowledge of creatures, as well as her understanding of her own capabilities, to plan attacks to be most effective against specific foes. As a standard action, the Inquisitive may make an appropriate Knowledge check against a creature with a DC of 15 + the creature’s CR. If she succeeds, she may grant herself a circumstance bonus of +1/4 levels to hp damage she deals to the creature with any attack she makes that normally deals hp damage. If facing multiple creatures of the same type who have identical defenses, this bonus applies against all of them. The bonus lasts for 1 round/ Inquisitive level. The Inquisitive cannot benefit from this ability against more than one foe (or set of identical foes) at a time.

Studied Defense (Ex): An Inquisitive may use her vast knowledge of creatures, as well as her understanding of battlefield effects and the fog or war, to recommend defensive stances against specific foes. As a standard action, the Inquisitive may make an appropriate Knowledge check against a creature with a DC of 15 + the creature’s CR. If she succeeds, she may grant herself or one adjacent ally a circumstance bonus of +1/5 levels to Defense against the creature’s attacks. (A creature that is denied its Dex modifier to Defense is denied this bonus as well.) If facing multiple creatures of the same type who have identical attacks, this bonus applies against all of them. The bonus lasts for 1 round/2 Inquisitive levels. A creature cannot benefit from this ability against more than one foe (or set of identical foes) at a time.

Studied Resistance (Ex): An Inquisitive may use her vast knowledge of creatures, as well as her understanding of cause and effect, to offset the powers and abilities of her foes. As a standard action, the Inquisitive may make an appropriate Knowledge check against a creature with a DC of 10 + the creature’s CR. If she succeeds, she may grant herself or one adjacent ally a circumstance bonus of +1/4 levels on all saving throws against the creature’s abilities. (A creature that is denied its Dex modifier to Defense is denied this bonus as well.) If facing multiple creatures of the same type who have identical abilities, this bonus applies against all of them. The bonus lasts for 1 round/Inquisitive level. A creature cannot benefit from this ability against more than one foe (or set of identical foes) at a time.

Surprising Aptitude: The Inquisitive gains a bonus feat. The Inquisitive need not meet all the prerequisites for the feat, and it must be selected from the following list: Breadth of Experience, Combat Expertise, Deadly Aim, Dodge, Drag Down, Extra Rogue Talent, Go Unnoticed, Landing Roll, Nimble Moves, Quick Draw, Step Up, Two-Weapon Fighting.

Unlike the Trained Mind talent, an Inquisitive may not take Surprising Aptitude more than once.

This talent may be selected more than once. Each time it grants the Inquisitive a different bonus feat.

Trap Maker (Ex): The Inquisitive has learned to design and create complex traps to injure or capture her foes. The Inquisitive may select one ranger trap, +1 ranger trap per 4 levels, and gains the ability to create the selected traps. She may only make extraordinary traps, but the DC of these traps is not reduced. The Inquisitive treats her class levels as ranger levels for all calculations regarding these traps, and may use her Int modifier in place of her Wis mod for all such calculations. The Inquisitive may use ranger traps a number of times per day equal to 1/2 her class level plus her Int bonus. An Inquisitive must have the trapfinding talent to select this talent.

Trap Spotter (Ex): Whenever the Inquisitive comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. An Inquisitive must have the trapfinding talent to select this talent.

Trapfinding (Ex): The Inquisitive adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The Inquisitive can use Disable Device to disarm magic traps, and treats her Inquisitive levels as rogue levels for purposes of what traps she can locate and potentially disarm.

Unflappable (Ex): The Inquisitive considers, and prepares for, all eventualities. The Inquisitive is not flat-footed during the surprise round of any combat, and can take a move action or swift action in surprise rounds when she fails to make a Perception check and would not normally be allowed to take any action.

Bonus Feats: An Inquisitive gains a bonus feat at 4th level, and again at 8th, 12th, and 16th level. These bonus feats must be general feats (not combat feats, item creation feats, or metamagic feats), and the Inquisitive must meet all prerequisites.

Ultimate Deduction (Ex): The ability of the inquisitive to put together apparently unrelated clues, her vast catalog of information, the behavior of people, places, and things she has observed, and come to a conclusion that appears magical to those less trained in analysis than the inquisitive herself.Using ultimate deduction is a free action the inquisitive may take only once per round, and she may do it a number of times per day equal to half her class level.

This acts as a single question from a commune spell (no material component or casting time required), except as an extraordinary ability it is limited to information a mortal could conceivably know or deduce (though it is not limited to knowledge a mortal could reasonably acquire — only information it is impossible for any mortal anywhere to know is beyond the reach of the ultimate deduction), and is not subject to spells or effects that block divination magic. When the inquisitive expends one use of her ultimate deduction ability, she may alternately decide to use it to take 20 on a Knowledge skill check, rather